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Member
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Apr 27 2009 03:27pm
Quote (Spurgu @ Mon, 27 Apr 2009, 23:25)
Omg busted.  :cry:

np, just vote for Telefon izi 5-0 :hug:
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Apr 27 2009 03:28pm
Quote (Faelwen @ Mon, Apr 27 2009, 11:27pm)
np, just vote for Telefon izi 5-0 :hug:


PS. I voted for craig.

:RUN:
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Apr 27 2009 03:28pm
Quote (Faelwen @ Mon, Apr 27 2009, 09:27pm)
np, just vote for Telefon izi 5-0 :hug:


guess i win, i voted telefon
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Apr 27 2009 03:32pm
Quote (Spurgu @ Mon, 27 Apr 2009, 23:28)
PS. I voted for craig.

:RUN:

We need a recast vote function :/

Quote (purpurhare @ Mon, 27 Apr 2009, 23:28)
guess i win, i voted telefon

yy ofc, Telefon >>
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Apr 27 2009 03:32pm
Quote (Advariel @ Mon, 27 Apr 2009, 23:12)
Well, I was already raged so it wasn't like I had a choice.  Admitting I was wrong would only cause more flames, and in turn, more rage.


Admitting that you were wrong after 600 posts is ofc better :rofl:
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Apr 27 2009 03:35pm
Quote (darkkobra @ Mon, Apr 27 2009, 11:32pm)
Admitting that you were wrong after 600 posts is ofc better :rofl:


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Apr 27 2009 03:38pm
Quote (Spurgu @ Mon, Apr 27 2009, 09:35pm)
http://img511.imageshack.us/img511/4941/1238703479983.jpg


http://www.youtube.com/watch?v=nsCXZczTQXo

seriously
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Apr 27 2009 03:40pm
Quote (darkkobra @ Mon, Apr 27 2009, 09:04pm)
Ok I understand what the mistake you are making is now. No, the thing is, double throw lacerators have limited quantity WHILE bvb barbs have maxblock AND high def. That makes that calculating of yours pretty much worthless if you ask me :) (its just a theorycrafting IF you land a lucky hit and cast AMP, then you will have to land another hit do deal that "huge" dmg)
You completely forget that it wont stay only 1 hit in 1 ww from a bvb barb, since you have no block.

The odds to win vs a bvb barb with a doublethrow barb using warshrikes are just too low to actually be discussed here.


Whos talking about warshrikes? I think you meant lacerators and that was a typo so I'll go with that.
No.
360 ammunition of lacerators that do between 500 and 27000 effective damage? In a naive interpretation, with deadly strike, they would do 1250 exact HP on average. Thats what, 5 hits to kill a tank of a barbarian? With a 1/8 chance to hit them, thats 40 ammo out of my 360. In reality its actually much lower, but its not 12x that, which is what you'd need for that to be true. But lets do some exact math here for a second.
500-4500 damage'
50% deadly/critical
33% amp

Now remember that after you amp someone, the next few hits are amp for free without needing to proc. So I think its only fair to say that for perhaps 50% of my hits I'll have amp up, even if it only procs at 33%. This is very easy to see in a duel, because my damage will start low and ramp up dramatically often, because after amp lands I'm dealing ludicrous damage. So lets just change amp to be -100% DR with a 50% chance, for sake of making the calculation easier. I think this is a pretty fair number.

So:
2500 average damage becomes 3750 average damage after DS
3750 average damage has a 50% chance to be 312.5 HP, and a 50% chance to be 937.5 HP
= 625 HP, on average.

So my average axe hit would take about 625 HP away. Now, compare that to a 7000 HP barbarian. Thats 10 hits (open wounds rocks socks even at 50% ranged penalty, remember)
So 10 hits, and we said a 1/8 chance to hit on a 'hit' axe. Thats 80 axes. Lets say I miss half my throws just because of a moving target. Thats still only 160/360 axes

Its true, I'll often run out of lacerators dueling against barbs, but heck, I usually start those duels with 40-50 quantity on each axe, and thats because I've already dueled them a few times already. If I did a single duel starting at full ammo I'd never run out of axes. But hey, you're right that its a pain in the ass when you run low on axes because its BvB. But I keep 2x non-eth lacerators in my stash, too. hehehe :) Problem *solved*

Quote
10% of france's population is immigrants / people who's origins are not origins from france, learn your facts before flaming kid

Yeah and that 10% of france's population is in the street burning cars every night and that 10% is growing dramatically fast, so as much as I'm sure you vote for vichy-lord neonazi le pen, the muslims are taking over.
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Apr 27 2009 03:44pm
Quote (clan_iraq @ Mon, Apr 27 2009, 01:01pm)
Nope its just added to your attack damage exactly like it was added to your weapon damage. So your 424-471 damage grief becomes 424-582 damage. Which is +13% overall damage after your ww/mastery/strength/gear/deadlystrike/etc bonuses are all applied.


No, I mean this:

Quote
Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather. Tornadoes would ravage their plains as summer turned to the harvest season. The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling m�lange of the cyclone in their attacks. As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people.

Effect: A fierce spinning attack.

# Many high level Barbarians choose Whirlwind as their main skill.
# To best use Whirlwind, lead a group of monsters into a tight pack, then click past to the other side of the monsters. The Barbarian will fly through them damaging and destroying them very quickly.
# Long Weapons such as Spears, and Polearms make Whirlwind even more effective as it will hit monsters in a wider radius.
# Whirlwind consumes a lot of mana and puts you in close contact with monsters, so mana and life stealing weapons or items are necessary to use Whirlwind constantly, especially in Nightmare and Hell difficulties.
# Watch out for Undead Horrors that cast Iron Maiden. If an Oblivion Knight casts Iron Maiden while you're in the middle of a Whirlwind, it can be instant death. Another danger to watch out for is Mana Burn monsters. Keep some Mana Potions handy to recover from lost Mana.
# You cannot use potions or any inventory items while using Whirlwind.
# Whirlwind does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.
# In Diablo II: Lord of Destruction, Whirlwind is affected by weapon speed as follows. After you click to start your Whirlwind attack, the game checks for a hit on a target in range at the 4th and 8th animation frames (recall that the game runs at 25 frames per second). After the first two "free" hit-checks, the frames elapsed in-between subsequent hit-checks will depend on your weapon speed. Note: increased attack speed from items outside your weapon DOES NOT affect whirlwind - only the speed of the weapon itself counts. The dependence on weapon speed is obtained by subtracting your weapon's increased attack speed (IAS) to its base weapon speed (the number between square brackets listed in the weapons section of the Arreat Summit) and checking where the number you obtain fits in the following table:

One-handed weapons
Breakpoints: 15, 10, -10, -35.
Number of frames in-between hit-checks after frame 8: 12, 10, 8, 6, 4

Two-handed weapons
Breakpoints: 15, 0, -10, -30, -60.
Number of frames in-between hit-checks after frame 8: 14, 12, 10, 8, 6, 4

Examples:

#1 War pike of quickness (two-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 40
Whirlwind speed: 20 - 40 = -20
Breakpoint reached: -10
Number of frames in-between checks: 8
Hit-checks at frames 4, 8, 16, 24, 32, etc.

#2 Falchion (one-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 0
Whirlwind speed: 20 - 0 = 20
Breakpoint reached: none
Number of frames in-between checks: 12
Hit-checks at frames: 4, 8, 20, 32, 44, etc.

#3 Grandfather colossus blade with 'Shael' (one-handed weapon)
Base weapon speed: 5
Weapon increased attack speed: 20
Whirlwind speed: 5 - 20 = -15
Breakpoint reached: -10
Number of frames in-between checks: 6
Hit-checks at frames: 4, 8, 14, 20, 26, etc.

Note: two-handed swords are treated as one-handed weapons for Whirlwind purposes, regardless of the sword being held in one-handed or two-handed mode. The above calculation for Grandfather therefore holds for any way the sword is held.

# Barbarians wielding weapons with slow Whirlwind speeds should try and keep their whirls very short, so as to take full advantage of the 4th and 8th frame "free" hits. Hold down the Whirlwind button and hover the cursor just right after the place where the Whirlwind starts. The free hits are taken and almost immediately after it, the Whirlwind stops. Then, since the Whirlwind button is still being pressed, a new Whirlwind starts and we get back the free hits of frames 4 and 8. Keep doing this in a triangular pattern. By using this technique you minimize the time under which your weapon slows down whirlwinds. This tactic is used by many Barbarians online and is nicknamed "The Dance of Death". This is because you keep spinning close to the target, not zig-zagging in long lines back-and-forth.
# When dual-wielding, both weapons try to score a hit against the target. In other words, the game does a hit-check for each weapon. Since both weapons are given the chance to score a hit, the damage done over time is roughly the sum of the damage of both weapons, which is comparable to the damage done whirling with a two-handed weapon. The effect of weapon speed in dual-wielding Whirlwind is as follows. While a target is in range, one of the weapons' speed is constantly used to calculate the next hit-check frame. If there's no target in range, the game will alternate between weapon speeds to calculate the next hit-check frame. The best way to make sure you have maximum Whirlwind speed when dual-wielding is to use weapons that both reach the final breakpoint, like for instance a Lightsabre phase blade and a colossus blade with 40% IAS.
# Whirlwind will not stop until you reached your destination (ground or a monster). If you clicked on a monster that flees, Whirlwind will not stop until you reached the monster, or the path becomes blocked by obstacles. It is possible to become stuck in Whirlwind over many screens. This is an issue, especially in hell difficulty, because it can lead you to unexplored areas with monsters. So try clicking on the ground but not on the monsters. Again, Whirlwind will not stop even in occasions that normally stop you. Stun attacks will have no effect, and knockback will not knock you back, even if your weapon breaks, it will be broken after Whirlwind ends. Whirlwind will not stop even if you take damage enough to kill you. You WILL die after the Whirlwind state ends. So it is possible to avoid death by a quick save and exit.



The damage on screen is the damage done each check, if I understand correctly.

You do not do 400 extra damage per ww, you do 400 extra damage each check.
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Apr 27 2009 03:51pm
sigh

I don't want to explain to you how whirlwind works. Any +max damage is treated exactly the same as +weapon damage. Think of whirlwind like this:
At 4 frames, you do a normal attack with your primary target against your target
At 8 frames, you do two normal attacks, one with both weapons on your target
At 12 frames, same as above

so in terms of how the damage is applied, its the exact same formula as a regular attack; the +max damage simply adds to your 'weapon damage'. So yes, you are doing 400 extra 'each check', as in, you are doing 400 more on both weapons, but this figures out to be only +13% overall damage the same as before, because thats just +13% to both your weapons. If it was only +13% to one weapon and not the other, it would only be +6.5% overall. Hope that helps clear it up for you

This post was edited by clan_iraq on Apr 27 2009 03:51pm
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